using NUnit.Framework;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
[TestFixture]
public class CoursesControllerTests
{
///
/// Setup the environment before each test
///
///
[UnitySetUp]
public IEnumerator SetupFunction()
{
string path = $"{Application.persistentDataPath}/wesign_unit_test.json";
string oneUser = $"{{\"version\":1027,\"users\":[{{\"entries\":[],\"username\":\"TEST\",\"avatarIndex\":0,\"playtime\":0.0,\"minigames\":[],\"courses\":[]}}],\"currentUser\":0,\"currentMinigame\":0,\"currentCourse\":0,\"currentTheme\":0}}";
File.WriteAllText(path, oneUser);
PersistentDataController.PATH = path;
PersistentDataController.GetInstance().Load();
AssetDatabase.LoadAssetAtPath("Assets/Accounts/ScriptableObjects/UserAvatarList.asset").Awake();
SceneManager.LoadScene("Common/Scenes/MainMenuScreen");
yield return null;
var mainMenuScreen = GameObject.FindObjectOfType();
mainMenuScreen.GotoCourses();
yield return null;
}
///
/// Cleanup after testing
///
[TearDown]
public void TearDown_CoursesControllerTests()
{
PersistentDataController.PATH = null;
}
///
/// Function used to Spoof the sign predictor. The it uses 0f as certainty so the sign is "perfect".
///
///
///
///
public IEnumerator SignLetter(string sign, SignPredictor signPredictor)
{
signPredictor.learnableProbabilities = new Dictionary();
// Loop through all capital letters of the alphabet
for (char c = 'A'; c <= 'Z'; c++)
{
string letter = c.ToString();
// If the current letter is the input sign, set its value to 0.
// Otherwise, set it to 20.
signPredictor.learnableProbabilities[letter] = letter == sign ? 0f : 20f;
}
foreach (Listener listener in signPredictor.listeners)
{
yield return listener.ProcessIncomingCall();
}
}
///
/// Simulates a little playtrough of a course
///
///
[UnityTest]
public IEnumerator PlaytroughTest()
{
var courseMenuScreen = GameObject.FindObjectOfType();
var courseList = courseMenuScreen.courseList;
Assert.IsNotNull(courseList, "Course was not started.");
courseList.SetCurrentCourse(0);
SystemController.GetInstance().LoadNextScene("Common/Scenes/CourseActivityScreen");
yield return null;
var courseActivityScreen = GameObject.FindObjectOfType();
Assert.IsNotNull(courseActivityScreen);
courseActivityScreen.StartCourse();
yield return null;
var coursesController = GameObject.FindObjectOfType();
Assert.IsNotNull(coursesController);
var signPredictor = GameObject.FindObjectOfType();
Assert.IsNotNull(signPredictor);
int counter = 0;
while (counter < 100)
{
if (coursesController.GetPanelId() == 0 || coursesController.GetPanelId() == 2)
{
yield return SignLetter(coursesController.GetCurrentSign(), signPredictor);
}
else
{
GameObject buttonObject = GameObject.Find("Choice Fingerspelling(Clone)");
Assert.IsNotNull(buttonObject);
Button button = buttonObject.GetComponent